AMD Instinct MI300X Accelerator vs AMD Radeon HD 6870M

GPU Comparison Result

Below are the results of a comparison of AMD Instinct MI300X Accelerator and AMD Radeon HD 6870M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 192GB (192GB vs 1024MB)
  • Higher Bandwidth: 5300 GB/s (5300 GB/s vs 64.00 GB/s)
  • More Shading Units: 19456 (19456 vs 800)
  • Newer Launch Date: December 2023 (December 2023 vs January 2011)

Basic

AMD
Label Name
AMD
December 2023
Launch Date
January 2011
Desktop
Platform
Mobile
Instinct MI300X
Model Name
Radeon HD 6870M
Instinct
Generation
Vancouver
1000MHz
Base Clock
-
2100MHz
Boost Clock
-
PCIe 5.0 x16
Bus Interface
MXM-B (3.0)
-
Transistors
1,040 million
-
Compute Units
10
-
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
40
-
Foundry
TSMC
-
Process Size
40 nm
-
Architecture
TeraScale 2

Memory Specifications

192GB
Memory Size
1024MB
HBM3
Memory Type
GDDR5
8192bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
128bit
5200MHz
Memory Clock
1000MHz
5300 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
64.00 GB/s

Theoretical Performance

0 MPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
10.80 GPixel/s
1496 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
27.00 GTexel/s
1300 TFLOPS
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
-
81.7 TFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
-
160.132 TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
1.058 TFLOPS

Miscellaneous

19456
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
800
16 KB (per CU)
L1 Cache
8 KB (per CU)
16MB
L2 Cache
256KB
750W
TDP
50W
-
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
N/A
-
OpenCL Version
1.2
-
OpenGL
4.4
-
DirectX
11.2 (11_0)
-
Shader Model
5.0
-
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
16

Benchmarks

FP32 (float) / TFLOPS
Instinct MI300X Accelerator
160.132 +15035%
Radeon HD 6870M
1.058